Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

674 Good

About BlackShark33

  • Rank
  1. BlackShark33

    What are you working on?

    Wow! I loved blast chambers, good luck with that! Professional: Cookie Jam by Jam City Hobby: a video game version of a designer friends' card game
  2. Some good suggestions here, might I recommend LibTheoraPlayer?   https://github.com/AprilAndFriends/theoraplayer   I've had some amazing luck integrating the predecessor of this, https://sourceforge.net/projects/libtheoraplayer/ (same project as above, older repository).   Some more documents about it on its' website, http://libtheoraplayer.cateia.com/wiki/index.php/Main_Page (not sure how up to date it is) but it was enough to get started. If I remember correctly, this was free to use for any purpose & runs on Linux.
  3. Awesome project, as for MonoDevelop, I agree, it's quite a piece of work, luckily if you have the Visual studios pro, you can use that instead on windows, you can choose it from 'preferences'
  4. BlackShark33


    Hah thanks! My appreciations!
  5. BlackShark33


    Heh, guess who didn't pay attention to the deadline Timezone! -> this guy
  6. BlackShark33

    Unofficial Gamedev Competition

    Images of the development process
  7. Method 1 is definitely preferable, as it means you load one texture and just render different parts of it, where as method 2 has to load a new texture for every frame of your animation. How you go about drawing your images with method 1 rather depends on what the graphics API you are using.   If you are using OpenGL/DirectX, you draw a quad, and pass in the UV coordinates of the frame you are trying to draw. If you're using some kind of higher level framework like SFML, then typically they will have methods for rendering part of an texture for you based off some UV rect, simplifying the process a great deal.
  8. BlackShark33

    Late update

    Thanks guys! I've been building it to mobile but I am primarily targeting windows, however the only thing stopping me from supporting mobile will be if I have enough time to implement its input scheme, everything else should just work....key word is 'should' though, never seems to actually turn out that way
  9. BlackShark33

    The Week of awesome II - The competition Thread!

    A bit of a Late Update for yesterday
  10. BlackShark33

    Late update

    Just a quick update from yesterday's progress, me and my designer friend have an idea for the game and are preparing assets for it. We decided on a simple sidescroller that makes use of the theme, and mixing it with a bit of horror in preparation for Halloween! Here is a quick screen capture. [sharedmedia=gallery:images:5628] We also got a name, Kludge!
  11. BlackShark33

    Tools of the Trade

    Thanks! Bit of a mess though
  12. BlackShark33

    Whats the point in hobby game programming?

    Same for me! If its not something you enjoy, you are probably better off finding something that you do
  13. Hey guys, made a little post on what I'll be using for my entry, Tools of the Trade!
  14. BlackShark33

    Tools of the Trade

    So in preparation for the unofficial gamedev contest, I've begun assessing what I need to make my entry, the Tools of the trade, and have compiled a rough list that is subject to change but will most likely be what I use. Language: C# Engine: Unity3D, I was debating with myself whether I wanted to go with Unity or Unreal4, I have recently began playing with UE4 and like it a lot, however my familiarity with Unity already will give me a HUGE advantage in terms of speed of development, which is really important in a competition like this and Unity is a pretty solid work horse, not to mention I can make a build for damn near any platform. Perhaps next time? Pre-created Framework: I have a rough FSM to manage the different logical states of the game, and a View UI manager to help with displaying the actual elements that will be visible. I also have another component for handling music functions like cross-fades and such, other than that, I will simply wait for the theme Graphics: I will likely find some stuff to use on the Asset store, any thing else will be spruced up with Photoshop and Maya. Hosting: I will probably use Drop-box but will have a mirror somewhere else for redundancy Sound: For SFX I will probably use Audacity, I don't think I will be doing anything too fancy stuff in this department Music: As for music, I am a bit of a musician as a hobby, but don't know if I'll have time to get to crazy for this project, I might be able to use some of my old songs here, but I will likely try to license some freely available stuff. A lot of great musicians out there looking for some exposure! As I am already a Software Engineer for a Game studio as my day job, I will be doing a LOOOT of programming this next week. My strategy will be to spread the work load over the course of the whole week, and come the weekend, give sleep the middle finger (most productive from midnight - 4am Anyway) and use that extra time to polish it. Everyone knows that the last 10% of polish is realistically 90% of the work (does everything look/sound right? Is the game 'actually' fun? Does the game cause a BSOD?). All in all this will be fun and I'm looking forward to hopefully making something kinda' cool :D PS. The Command Center. [sharedmedia=gallery:images:5627] And I created an album for this competition to keep everything updated!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!